Download - Workshop: Using Large, High-Resolution Displays for Information Visualization IEEE InfoVis 2005
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Workshop:Using Large, High-Resolution Displays
for Information Visualization
IEEE InfoVis 2005
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Goals
1. How do large hi-res displays impact visualization design?
2. What are the future research directions and challenges?
Products: whitepaper for publication,Plan for next year HiRes’06
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Definitions
Pixel CountPhysical Display SizePixel Density
Density = Count / Size
Resolution
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Size vs. Pixel Count
Number of Pixels
Standard Monitor(1280x1024)
Standard Projector(10242x768)
3x3 Tiled Monitors(3840X3072)
IBM’s Big Bertha (3840x2400)
3 Monitors(3840x1024)
Physical Size “Focus+Context” (Mixed Density Display) Combines an LCD flat panel with a projector
GigaPixel
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Schedule
1:45 Intro & Group Presentations• Virginia Tech• Microsoft Research• PNNL• Illinois at Chicago, EVL• Others boasters?
2:25 Discussion• How do large displays impact visualization design?• What are the future research directions and
challenges? 3:20 Plans for whitepaper, HiRes’06 3:45 Wrap up
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5min Group Presentations
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Virginia TechGigaPixel Research
Chris North, Bob Ball, Beth Yost, Tao Ni
Center for Human-Computer Interaction &Dept of Computer Science,Virginia Polytechnic Institute and State University
http://infovis.cs.vt.edu/
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VT Test-Bed Facility
100-200 Mpixels, scalableReconfigurableMultiple display technologiesDiverse input devices Link to AwareLab
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Potential
Personal workspaces (PowerStation)
Increased visualization scalability
Embodied interaction• Human scale• Peripheral vision, attention• Physical navigation
(eye, head, body)• Physical input• Spatial memory
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Research Directions
Fundamental issues:• What is the benefit for visualization?
in terms of Perception, Navigation, Awareness• Limits of visual scalability?
Display design issues:• How big? How shaped?
Visualization design issues:• How to embed more information?
Interaction design issues:• How to point?
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Initial Results
Improved visualization task performance Less virtual navigation, More physical navigation Greater awareness UI layout and mouse design changes 3D navigation
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General issues
Taxonomy of displays, problems they can be applied to Multi-user, multi-input devices More information, immersive, context Overcoming Bezel distortion Task oriented pixel usage Scenario based design Managing distraction Coordination across scales System architectures, I/O rates
• Selective resolution rendering, localized to focus of attention, multi-user aware• Flash elimination in periphery• Very large datasets
Evaluation more difficult, identify comparison factors (res, size, shape…), usability Pointing: relative (mouse) vs absolute (gesture), fine vs course control 3D without head wear Form factor, size, curvature Position of users w.r.t. display, density not useful high/low, angle
• Audience vs active collaborators vs power user Task flow: center out
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Visual design issues
Integrating context & detailFocus to center Localizing controls to relevant objectsNotifications